how about a Relay Orders and Spotter +10/+20 combo? You are going to have to get whoever has the Relay into battle anyway, and Spotter is basicly unused except by deri at gencon . Its a cool way to get 2 usefull abilities up and into the fight by offering something that mouse droids just cant do.

I don't see spotter being much of a technician style ability.

No, but on a different piece altogether, would make sense. A Scout or Recon guy or something to that effect.

The ideas above going off of something similar to the Rodian Trader's style of handing out abilities is rather cool. Heck, could have a Mando Technician that granted Relay Orders to other Mandos as a Replaces Attacks/Turn option (a la Rodian Trader). Then whatever is channeled through Relay Orders would affect the piece with RO itself.

Some interesting ideas here guys.

Oooh, I like that idea!

Weeks wrote:

how about a Relay Orders and Spotter +10/+20 combo? You are going to have to get whoever has the Relay into battle anyway, and Spotter is basicly unused except by deri at gencon . Its a cool way to get 2 usefull abilities up and into the fight by offering something that mouse droids just cant do.

And this one too. Not as a Tech as others have said.

Author:

The_Celestial_Warrior [ Tue Nov 16, 2010 2:45 pm ]

Post subject:

Re: V-Set 2 - Minis, Force Powers and Abilities You want to See

Hmmm, I missed some posts as I wasn't expecting that many replies and just clicked the last post link.

I agree with Weeks and Aaron that Dennis' 11 point character does nothing for the faction.

Relay orders works as it essentially is the same thing under a different name, but it can't be handed out to a single piece. It's pointless, even with Special Abilities tacked on, and really doesn't go to the heart of what I was getting at.

Now, as Aaron said, and I think V2 of Coms Uplink is similar, is a Rodian Trader-esque piece that passes out Relay orders would be almost perfect.

The main problem I have with using Relay Orders specifically in this way is that it will be incredibly broken for a certain unspoiled character. That's why I felt it had to specifically mention allies whose name contain Mandalorian and came up with Coms Uplink while still trying to keep it something different from the Yammosk.

Author:

Weeks [ Tue Nov 16, 2010 3:15 pm ]

Post subject:

Re: V-Set 2 - Minis, Force Powers and Abilities You want to See

The_Celestial_Warrior wrote:

Hmmm, I missed some posts as I wasn't expecting that many replies and just clicked the last post link.

I agree with Weeks and Aaron that Dennis' 11 point character does nothing for the faction.

Relay orders works as it essentially is the same thing under a different name, but it can't be handed out to a single piece. It's pointless, even with Special Abilities tacked on, and really doesn't go to the heart of what I was getting at.

Now, as Aaron said, and I think V2 of Coms Uplink is similar, is a Rodian Trader-esque piece that passes out Relay orders would be almost perfect.

The main problem I have with using Relay Orders specifically in this way is that it will be incredibly broken for a certain unspoiled character. That's why I felt it had to specifically mention allies whose name contain Mandalorian and came up with Coms Uplink while still trying to keep it something different from the Yammosk.

Well your spending 11 instead of 3 and you still have to advance your fragile dude up, i dont see it as a problem when you can almost get 4 mice instead.

Author:

The_Celestial_Warrior [ Tue Nov 16, 2010 3:59 pm ]

Post subject:

Re: V-Set 2 - Minis, Force Powers and Abilities You want to See

Weeks wrote:

The_Celestial_Warrior wrote:

Hmmm, I missed some posts as I wasn't expecting that many replies and just clicked the last post link.

I agree with Weeks and Aaron that Dennis' 11 point character does nothing for the faction.

Relay orders works as it essentially is the same thing under a different name, but it can't be handed out to a single piece. It's pointless, even with Special Abilities tacked on, and really doesn't go to the heart of what I was getting at.

Now, as Aaron said, and I think V2 of Coms Uplink is similar, is a Rodian Trader-esque piece that passes out Relay orders would be almost perfect.

The main problem I have with using Relay Orders specifically in this way is that it will be incredibly broken for a certain unspoiled character. That's why I felt it had to specifically mention allies whose name contain Mandalorian and came up with Coms Uplink while still trying to keep it something different from the Yammosk.

Well your spending 11 instead of 3 and you still have to advance your fragile dude up, i dont see it as a problem when you can almost get 4 mice instead.

?? I thought you didn't like the 11 point piece, now you're defending it???

"The main problem I have with using Relay Orders specifically in this way " is referring to giving it out a la Rodian Trade.

Author:

Weeks [ Tue Nov 16, 2010 4:05 pm ]

Post subject:

Re: V-Set 2 - Minis, Force Powers and Abilities You want to See

The_Celestial_Warrior wrote:

Weeks wrote:

The_Celestial_Warrior wrote:

Hmmm, I missed some posts as I wasn't expecting that many replies and just clicked the last post link.

I agree with Weeks and Aaron that Dennis' 11 point character does nothing for the faction.

Relay orders works as it essentially is the same thing under a different name, but it can't be handed out to a single piece. It's pointless, even with Special Abilities tacked on, and really doesn't go to the heart of what I was getting at.

Now, as Aaron said, and I think V2 of Coms Uplink is similar, is a Rodian Trader-esque piece that passes out Relay orders would be almost perfect.

The main problem I have with using Relay Orders specifically in this way is that it will be incredibly broken for a certain unspoiled character. That's why I felt it had to specifically mention allies whose name contain Mandalorian and came up with Coms Uplink while still trying to keep it something different from the Yammosk.

Well your spending 11 instead of 3 and you still have to advance your fragile dude up, i dont see it as a problem when you can almost get 4 mice instead.

?? I thought you didn't like the 11 point piece, now you're defending it???

"The main problem I have with using Relay Orders specifically in this way " is referring to giving it out a la Rodian Trade.

No i meant you would be better to use the 4 mouse droids then the 11 point guy.

I was mistaken though about the way you were talking about handing out the ability. I was talking about the Mandalorian Agent that i discussed earlier, now i see what you are talking about.

Author:

clixjunkie [ Wed Nov 17, 2010 6:56 pm ]

Post subject:

Re: V-Set 2 - Minis, Force Powers and Abilities You want to See

I know I has probably been said, but a new Star Killer would be great. especially when you have seen what he does in The Force Unleashed II.

Still waiting to see the rest of DoTF to make any requests though.

Author:

sheepgoatherder [ Thu Nov 18, 2010 11:17 am ]

Post subject:

Re: V-Set 2 - Minis, Force Powers and Abilities You want to See

A Wookiee bounty hunter like the one in the Threat of Peace TOR webcomic named Dalborra, don't know of any others.Generic fringe wookiee smuggler, or something to that effect.PellaonTroopers from the new TOR game.Barden Jusik

Author:

thedisaster [ Thu Nov 18, 2010 12:15 pm ]

Post subject:

Re: V-Set 2 - Minis, Force Powers and Abilities You want to See

making a list and checking it twice:kenix kil (kir kanos)carnor jax

Darth TrayaVima Sunrider w/ affinity for UlicSaul KarathBriannaG0-T0

Alpha-17 (clone arc trooper)more arc troopers for that matter - tons of options there with the different ranks and weapons

non-unique (and unique) jedi:jedi diplomatjedi shadowI would like to get a non-unique padawan who has some synergy to a master and vice versa (ala qui-gon trainer)

more to come....

Author:

kamikaze13 [ Thu Nov 18, 2010 12:56 pm ]

Post subject:

Re: V-Set 2 - Minis, Force Powers and Abilities You want to See

kamikaze13 wrote:

I can't watch the Clone wars TV sires, have there been any episodes with Darth Maul's brother yet? He'd make a cool mini

a better set/variation of sith faction and old republic troopers...there seems to be a great number of different trooper type figures/commanders in the "big" factions which seems to be lacking in other factions. I think the sith could use them to augment the large amount of high cost unique figures in the sith faction.

Author:

GM Brev [ Thu Nov 18, 2010 9:53 pm ]

Post subject:

Re: V-Set 2 - Minis, Force Powers and Abilities You want to See

I would love to see:Unique Republic CommandosA New Republic Chewie, Artoo and ThreepioMore Black SunMore characters from the comics

Author:

Cerous Mutor [ Fri Nov 19, 2010 4:32 am ]

Post subject:

Re: V-Set 2 - Minis, Force Powers and Abilities You want to See

kamikaze13 wrote:

Sithborg wrote:

A Chewbacca with an ability that scares Mouse Droid's, like in A New Hope.

Wookie War Cry (replaces attacks; target 1 adjacent enemy is concidered activated this round, save 11; on a fail target enemy must immediatly move and cannot end its movement within 6 squares of this character)

he may be a little undercosted, but still a fun them squad. Human Special operations soldierFaction (fringe)Cost : 27Hp: 60defense: 16Attack: 11Damage: 20Special Abilities

Accurate shotTwin attackStealthCover Fire (Replaces turn; until the start if this characters next turn, this character may make an attack of opportunity against any legal target that moves into his line of sight. Characters with flight cannot ignore this special ability. )

i think i could take off twin on him and he would still be pretty good. He is actualy a great counter to yobuck and lancer squads, but fun for other uses.

Author:

kezzamachine [ Sat Nov 20, 2010 2:30 pm ]

Post subject:

Re: V-Set 2 - Minis, Force Powers and Abilities You want to See

This is my second attempt at theis list... I did one earlier with about 7-8 folk on it and there may be some double-ups here, but I've been a-thinkin'! (Feel free to ignore the previous ones I double up...)

Look - I know this is unpopular, but I would trade everything for a uber-melee Rebel Luke! but you could solve that by making a 50-point uber-melee Luke that had Rebel and NR affinty or something... something from around the transition from Rebel to NR. Since the NR guys don't really like the 74pt Luke and think the GMLS too expensive.

a New Maul! Perhaps wi' Stealth? and wi' Twin/double so Whorm doesn't overpower himEmperor Reborn!!!! Maybe give him the huge lightsaber abilities everyone has wanted him to haveThe Executor guy from the Dark Empire comics...

Tahiri!Kas'im - the BlademasterBooster Terrik

...and that's about it!

***EDIT!***...because that's not about it yet...

Tenel KaPrince IsolderThe Hapans! A bunch of N/U's for them...A Bull Rancor!Rancor and a Dathomir WitchThe Witches of Dathomir

Author:

Darth Saxon [ Sat Nov 20, 2010 7:32 pm ]

Post subject:

Re: V-Set 2 - Minis, Force Powers and Abilities You want to See

Stat Cards I would like to see made, or redone because they are currently useless:

It would be cool to have a cheap grunt with Infinite like in SSB where everytime it dies it keeps coming back. Stormies that keep coming back for more!

I also would like to see more "Epic" 100+ point minis like GMLS especially a Darth Vader.

Author:

The_Celestial_Warrior [ Sat Nov 20, 2010 8:33 pm ]

Post subject:

Re: V-Set 2 - Minis, Force Powers and Abilities You want to See

R5Don4 wrote:

I also would like to see more "Epic" 100+ point minis like GMLS especially a Darth Vader.

If we did that, I think Lord Sidious is more fitting, with Vader being 2nd or 3rd depending on your feelings about Yoda.

Lord Sidious Separatists 100+ points

HP: 130Def: 19Atk: 14Damage: 20

Unique, Melee Attack, Triple AttackDun Moch Style Mastery (Adjacent enemy characters may not benefit from Lightsaber Duelist, Jedi Hunter or any Special Ability whose name contains Style; save 16. Force Powers whose name contain Lightsaber may not be used against this character)Affinity: May be in a Republic or Sith Squad.Master TacticianMaster Manipulator (During set-up, after seeing your opponents squad you may replace characters in your squad with a character of lesser point cost.)

Force 3, Force Renewal 3, Master of the Force 3Lightsaber DefenseAdvanced Battle Meditation (I'm sure this already exists so won't bother to come up with something )Force CloakLightsaber Flurry (Force 2, usable only on this characters turn. Until the end of this character's next turn, or until he takes damage or uses a Force Point this character gains Twin Attack.)